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Everything posted by MoleUK
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It's hard to make out, but going by the speed of transition it looks similar to the HDR effect during daytime. By HDR I don't mean the type of HDR supported by monitors etc, it's also used to refer to the lighting technique in gaming where things gradually dim/brighten like that depending on conditions. Daylight example here. Particularly when zooming in/out at around 19 seconds it's a noticeable transition. I always hated it personally, wish it were a tickable option. It might just be misfiring at night.
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I'll put up some more later if it helps. The first log/pic here is of a core 100% being locked solely due to mouse movement. I kept the mouse moving in a small circular motion and it kept 1 core pegged to 100%, when mouse movement stopped it simply started passing that 100% load from 1 core to another over and over again, which is what I typically see. I rarely boot into the state where mousemovent keeps it pegged at 100%, but it's repeatable if I boot the game enough times. Hence why I think that old mouse polling problem might be related at least tangentially. 2nd pic/log is of the more typical behavior I see, where 1 CPU is pegged at 100% at all times but the load simply hops from 1 core to another over and over again, while core #14 stays steady. If I start DCS enough times, I will get an instance where that 100% load simply stays on 1 core instead of being passed from 1 core to the other hot potato style. dcs 1 core locked to 100% usage only while mouse is moving.log more hot potato.log
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^ From 104thMoney's post a few posts above mine, this is the same 'hot potato' behavior that happens on some boots for me as well. No idea if it's actually a problem or related to the 100% load on 1 CPU issue or not.
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Ditto here with a 5800X3D on Win 11. Most of the time DCS starts fine with no core pegged to 100%, but sometimes it does start with only 1 core stuck at 100%. Using task manager to disallow the DCS process from using that core then re-allowing it seems to fix it and distribute the load properly afterwards. No idea why it only happen on some startups and not others, I can literally start the .exe 10 times in a row and see it 2 times out of 10 with no changes inbetween. On some boots it seems to also hop a load between two cores, spiking one CPU to 100% then switching that load entirely to the other core in a neverending hot potato loop. I wouldn't have noticed except for keeping an eye out for the 100% load problem. I've said before that sometimes mouse movement is causing CPU behavior changes in these instances as well, again only on some boots not others.
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I have noticed the same. But on my end, it only happens infrequently when starting DCS. Sometimes it will start with a core pegged to 100% usage, sometimes not. When it's pegged to 100%, it seems to react to mouse movement. While the mouse is moving, that core will drop below 100% usage. The moment the mouse is idle, it pegs to 100% again. Conversely, when the game doesn't start with 1 core pegged at 100%: Moving the mouse keeps a core pegged to 100%. As long as the mouse is moving even slightly, the core is stuck at 100%. The moment the mouse is idle, CPU usage on that core drops again. It may be a different issue, but I would guess it's related to the mouse polling bug that came up previously. The polling rate may have just been reacting badly with whatever underlying bug there was idk. Again this may be irrelevant but I suspect something is off with mouse polling/movement again.
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To put it bluntly: MSAA has never worked very well in DCS. The jaggies/shimmer are pretty bad, the problem is far far more noticeable in VR as well. I don't think it's some bug of MSAA not working when it should be, but just that it doesn't work very well and never really has. DLAA is pretty much the only thing that ever worked better for me. It annihilates the shimmer/jaggies, with minor ghosting as a tradeoff. This unfortunately leaves AMD customers mostly left out, at least until ED implement XeSS if they choose to do so. If however this ends up being a bug rather than simply a poor implementation (or one not suited to DCS), then it's been around for as long as I've been playing.
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Доступна ли в настоящее время информация о буфере глубины и цвете пикселей, чтобы ASW 2.0 и DLSS могли работать правильно? В журнале я вижу предупреждение о том, что это не так, поэтому я не был уверен, верно это или нет. 2025-02-01 21:12:11.675 INFO DX11BACKEND (1336): DLSS successfully initialized, 436x452 -> 748x780 2025-02-01 21:12:11.990 WARNING LOG (2428): 1 duplicate message(s) skipped. 2025-02-01 21:12:11.990 ERROR_ONCE DX11BACKEND (1336): render target 'mainDepthBuffer' not found
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Yep CTD solved. I only had to delete the dxgi.dll and dlsstweaks.ini to resolve the CTD, but as long as you drag across the new dlsstweaks files you should be fine. Profile inspector needs to be updated or it crashes as well.
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And now a new version of DLSStweaks has arrived that is compatible with J and K and doesn't crash. Things moving fast lol. https://www.nexusmods.com/site/mods/550?tab=files
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Lol. Preset K has now arrived. New .DLL, new version of nvidia profile inspector both linked here.
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Still happened on the new nvidia drivers that just dropped, so I had to delete dxgi.dll and dlsstweaks.ini from the DCS exe folder, and then use profile inspector to enable the transformer model again globally. You can still start the DLSSTweaks.exe after doing this to enable the HUD to check what version is running.
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I also got the CTD's on load screens when I updated to 571.96, another user had the same problem and said it was fixed by removing the DLSS tweaks files from the DCS bin folder. Haven't tried it yet personally as I rolled back the drivers already, but iirc the CTD did point towards the DLSS files. dxgi or one of the others.
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Yeah it's unfortunate. I wondered if it was just my particular setup, but I've seen a few others pick up on it. Might mean it's better for the BVR enjoyers.
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Tried both DLSS and DLAA now, on preset J. DLSS has noticeably improved across the board, but minor ghosting still remains. Can see it on treetops as they passby. However, DLSS on J seems to want to delete aircraft/dots when they pass in front of cloud cover at a distance, which for me is a non starter. DLAA on preset J is just a flat improvement across the board with no new downsides as far as I can tell, apart from the performance hit which is supposed to be alleviated by moving to 571.96. No issue with dots/planes getting squashed with only DLAA enabled. I tried installing 571.96 but immediately got CTD's in DCS when trying to load in so I suspect it was a bad innstall, will try it again tonight. This is all in VR with quad view enabled as well, so dots/planes getting squashed may be related to DLSS 4 interacting negatively with my aggressive quad view settings.
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You might be running into the disappearing dots issue, if the mission you're flying has a good amount of ground units that'll happen. There is a semi fix/workaround for that, if that's the issue you're having. But if you can see them fine at 10nm+ and it's more an issue up close, it sounds like it might be a different issue. Though that can actually happen, if there are ground units in front of them the dots appear fine. It's when ground units are behind them that they start dissappearing. Fix here to try anyway, only takes a minute:
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The powerline issue and dots against the sky going transparent do seem to be connected. Is your LOD switch factor set below 1.0? Setting it below 1.0 will start to make assets completely dissappear at times. Though 1-2nm would be an odd distance for that to happen, so it may be a missing LOD model as others have suggested. But I would treat the LOD slider as essentially broken if set below 1.0 atm. It's not tuned right at all.
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Disappearing after a merge is likely a different issue (bad LOD transition maybe?), but yes to the current fix for the disappearing dots and ground units. 40000 seems a good sweet spot to avoid there being more than 100 units in your FOV, and LOD set to anything less than 1.0 results in some very iffy behavior to the point where it starts to break the game a bit visually.
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Related issue I think:
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Change your LOD switch from 0.1 to 1.0 Having it set to anything less than 1.0 will result in lower detail models appearing at short distances. And in some instances will make objects entirely disappear when they shouldn't, either due to missing LOD models or due to transitioning to a spotting dot when no more spotting dots are available.
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An option for a 90's style basic LOD visual filter.
MoleUK replied to MoleUK's topic in DCS Core Wish List
True, though that low poly mode could potentially become a performance setting to open up the game to lower end machines. At that point it might be worth spending dev time on, as it wouldn't be simply an aesthetic choice. -
An option for a 90's style basic LOD visual filter.
MoleUK replied to MoleUK's topic in DCS Core Wish List
Hey if you grew up playing sims this is peak nostalgia. It is about 75% of the way to being a cohesive aesthetic already with just a few tweaks. It really does look shockingly good in-game. -
This is currently achievable by simply tweaking a few values in nvidia profile inspector. It breaks all the HUD's etc so it's not really playable, but I would argue that it actually looks pretty fantastic already. With a little work to clean things up and make it an official setting, it would be a nice feature to have. Even if only as a callback to the roots of the sim genre.
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Game freezes when I try to select aircraft in MP lobby.
MoleUK replied to AJaromir's topic in Game Crash
Hm. This is interesting. As it happens today I had to change an input due to getting a new keyboard with less keys, I had to rebind one of the UI keybinds (to bring up FPS graph), when I tried to change it my whole system almost came to a standstill (I was on a MP server sitting in a hind on the ground) while it updated all the modules to the new bind since it was a universal binding. So I do wonder if it's struggling to load all the relevant aircraft bindings on role select? Seems odd but might be worth checking.